// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include #include #if defined WIN32 && !defined _XBOX # define WIN32_LEAN_AND_MEAN # include # if defined USE_D3D9 # define FAR # define NEAR # include # endif #endif #include "core.h" #include "lolgl.h" using namespace std; #if defined USE_D3D9 extern IDirect3DDevice9 *g_d3ddevice; #elif defined _XBOX extern D3DDevice *g_d3ddevice; #endif namespace lol { /* * TileSet implementation class */ class TileSetData { friend class TileSet; private: char *name, *path; int *tiles, ntiles; ivec2 size, isize, count; vec2 scale; float tx, ty; Image *img; Texture *m_texture; }; /* * Public TileSet class */ TileSet::TileSet(char const *path, ivec2 size, ivec2 count) : data(new TileSetData()) { data->name = (char *)malloc(10 + strlen(path) + 1); data->path = data->name + 10; sprintf(data->name, " %s", path); data->tiles = NULL; data->m_texture = 0; data->img = new Image(path); data->isize = data->img->GetSize(); if (count.x > 0 && count.y > 0) { data->count = count; data->size = data->isize / count; } else { if (size.x <= 0 || size.y <= 0) size = ivec2(32, 32); data->count.x = data->isize.x > size.x ? data->isize.x / size.x : 1; data->count.y = data->isize.y > size.y ? data->isize.y / size.y : 1; data->size = size; } data->tx = (float)data->size.x / PotUp(data->isize.x); data->ty = (float)data->size.y / PotUp(data->isize.y); data->ntiles = data->count.x * data->count.y; m_drawgroup = DRAWGROUP_BEFORE; } TileSet::~TileSet() { free(data->tiles); free(data->name); delete data; } void TileSet::TickDraw(float seconds) { Entity::TickDraw(seconds); if (IsDestroying()) { if (data->img) delete data->img; else delete data->m_texture; } else if (data->img) { int planes; PixelFormat format = PixelFormat::Unknown; switch (data->img->GetFormat()) { case Image::FORMAT_RGB: format = PixelFormat::RGB_8; planes = 3; break; case Image::FORMAT_RGBA: default: format = PixelFormat::ARGB_8; planes = 4; break; } int w = PotUp(data->isize.x); int h = PotUp(data->isize.y); uint8_t *pixels = (uint8_t *)data->img->GetData(); if (w != data->isize.x || h != data->isize.y) { uint8_t *tmp = (uint8_t *)malloc(planes * w * h); for (int line = 0; line < data->isize.y; line++) memcpy(tmp + planes * w * line, pixels + planes * data->isize.x * line, planes * data->isize.x); pixels = tmp; } data->m_texture = new Texture(ivec2(w, h), format); data->m_texture->SetData(pixels); if (pixels != data->img->GetData()) free(pixels); delete data->img; data->img = NULL; } } char const *TileSet::GetName() { return data->name; } ivec2 TileSet::GetCount() const { return data->count; } ivec2 TileSet::GetSize(int tileid) const { (void)tileid; return data->size; } vec2 TileSet::GetTileSize() const { return vec2(data->tx, data->ty); } ShaderTexture TileSet::GetTexture() const { return data->m_texture->GetTexture(); } void TileSet::Bind() { if (!data->img && data->m_texture) data->m_texture->Bind(); } void TileSet::Unbind() { ; } void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float *vertex, float *texture) { float dtx = data->tx; float dty = data->ty; float tx = dtx * ((id & 0xffff) % data->count.x); float ty = dty * ((id & 0xffff) / data->count.x); int dx = data->size.x * scale.x; int dy = o ? 0 : data->size.y * scale.y; int dz = o ? data->size.y * scale.y : 0; /* If scaling is negative, switch triangle winding */ if (scale.x * scale.y < 0.0f) { pos.x += dx; dx = -dx; tx += dtx; dtx = -dtx; } if (!data->img && data->m_texture) { float tmp[10]; *vertex++ = pos.x + dx; *vertex++ = pos.y + dy; *vertex++ = pos.z + dz; *texture++ = tx + dtx; *texture++ = ty; *vertex++ = tmp[0] = pos.x; *vertex++ = tmp[1] = pos.y + dy; *vertex++ = tmp[2] = pos.z + dz; *texture++ = tmp[3] = tx; *texture++ = tmp[4] = ty; *vertex++ = tmp[5] = pos.x + dx; *vertex++ = tmp[6] = pos.y; *vertex++ = tmp[7] = pos.z; *texture++ = tmp[8] = tx + dtx; *texture++ = tmp[9] = ty + dty; *vertex++ = tmp[5]; *vertex++ = tmp[6]; *vertex++ = tmp[7]; *texture++ = tmp[8]; *texture++ = tmp[9]; *vertex++ = tmp[0]; *vertex++ = tmp[1]; *vertex++ = tmp[2]; *texture++ = tmp[3]; *texture++ = tmp[4]; *vertex++ = pos.x; *vertex++ = pos.y; *vertex++ = pos.z; *texture++ = tx; *texture++ = ty + dty; } else { memset(vertex, 0, 3 * sizeof(float)); memset(texture, 0, 2 * sizeof(float)); } } } /* namespace lol */